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May the force be with you.
Long live and prosper.
Yes.
"Question: Are you planning to upload this work? (Now or later?)"
No such plans.
"I would like, with your permission, to upload a couple of scenario versions with different mods (if I can get them to work properly)."
Sure, no problem, you have my permission, do it. :)
"and wondered if it's possible to implement a chess engine."
No idea, my skills limit to SQF, don't cover any kind of external code import/API stuff etc. Also I have no a slightest idea, how to create such an engine myself.
I hope this mod gets the attention it deserves. Along with other legendary mods like COSMOS ENGINE, for example, they are part of a legacy of community veterans.
Gems that should have their place and documentary preservation.
Finally, regarding ARMACHESS, I was watching some videos and wondered if it's possible to implement a chess engine.
A chess game for ANDROID weighs only 100MB, and most of it should be 3D graphics.
The most comforting thing about the first version is that the units can complete the required moves without being destroyed by the opposing side.
I'll play with some mods, STAR WARS to start.
If I'm correct, the file where the unit modifications are required is: Chess_fnc
Question: Are you planning to upload this work? (Now or later?)
I would like, with your permission, to upload a couple of scenario versions with different mods (if I can get them to work properly).
I know that, like all adults today who started with the ARMA series years ago, you have little time and your interests are no longer the same.
Now I'll download these files and try them out.
Thank you very much.
https://www.dropbox.com/scl/fi/kwbas12je8vpszr5cfsih/RYD_Armachess_A3_port_withIcons.zip?rlkey=56w82op3ghgibe6dj539llkpo&st=3i4uvsj4&dl=0
Certainly, those could be used with the code change, I suggested below. I just failed to find them on my PC this time. Either they were deleted (or left behind when I migrated to the new PC), either they are somewhere, and I'm blind... :)
And yes, of course, there's a lot space for improvements.
Just a few occasional comments: the camera could use a forward angle, as the overall movement panorama isn't fully appreciated.
On the other hand, I happen to still have the files you shared with me a while back. They contain all the icons. I suppose they could be implemented in this new version.
I also think it would be fantastic to be able to generate different versions.
For example, there's now a melee combat system; I imagine a version with individual characters or medieval squads.
The same with Star Wars entities: imagine AT-ATs lumbering through a desert terrain or a snowy plain in the middle of a storm...
I don't quite understand the ICONS thing. At first, you sent me some files in which the icons were incomplete.
But then, you sent me others, where all the ICONS were included.
As I said before, and as can be seen in the video, all the icons are there, and I think they work well according to the original mechanics.
Aside from the features that don't match those of a proper chess game.
I will download and try this version, which I am very excited about, and I hope more members will be interested.
Thank you again, best regards.
Also sorry for the disorder in these posts, steam is awful for such stuff.
https://www.dropbox.com/scl/fi/xqdqx0ustneef6yli3lys/RYD_Armachess_A3_port.VR.zip?rlkey=vcjrmq05sgltsdyeig8d4hliy&st=u1wc838t&dl=0
This is functional simple AI port with few changes:
- player unit position now marks the center of the chessoard;
- fixed some script errors, seems present from the start;
- added to init.sqf this switch:
RYD_AC_AllowMutualDamage = false;//attacking occupied field: false - only targeted piece can be destroyed, true - normal chess rules not applied, instead both pieces have a chance to destroy opposing one
if this is set to "true", piece attacking a field should be immune to damage, firefight should commece, but attacker should be guaranteed winner, like in chess. If for any reason fails to destroy attacked vehicle, it will be automatically destroyed after 30 seconds.
_tp = "mil_marker";//(_this select 0) select 1;
_txt = (_this select 0) select 1;
_mark = [(str _SummonedGrp),_place,_cl,"ICON",[1.5,1.5],0,1,_tp,_txt] call RYD_Marker;
to revert, if one would prepare an addon containing properly named chess symbol markers:
_tp = (_this select 0) select 1;
_mark = [(str _SummonedGrp),_place,_cl,"ICON",[1.5,1.5],0,1,_tp,""] call RYD_Marker;
Marker names are given at the top of the same file, being "Pawn", "PawnR" etc.
That's what I was able to do in a short time. There's lots to improve of course, but I will leave it for the others willing and able.
As for me... As said below, I'm currently in fact "retired" from Arma activities, focused elsewhere. However it is possible, the code itself odesn't need much in terms of porting to Arma 3, could be mostly about chessboard positioning on some Arma 3 map, flat area, like the salt like on Altis, and configure pieces to be Arma 3 vehicles.
This, while it spices up the game dynamics a bit, contradicts the essence of chess mechanics.
I thought the "pieces" could be invisible (setcaptive true) or spawned without ammunition, allowing them to reach the designated square on the board without being attacked.
Then, upon reaching the designated square, and if it were occupied by a piece that needs to be eliminated, this could be achieved by spawning ammunition on the attacking piece, or by using an allowdamage trigger attached to the unit.
I hope you'll consider reviving this marvel. Unfortunately, these kinds of true gems of ingenuity don't always capture the community's attention. But who knows, this time...
I thought about dedicating some time to porting it to ARMA 3, but a few days ago I did an experiment using your mod and the ALLINARMASTANDARTLITE mod.
Unfortunately, the latter is no longer available (it was until recently).
And it worked!!!
I was planning to use CHATGPT or GEMINI AI to get a modified version of the files for vanilla ARMA 3.
Are you the one who developed ARMACHESS? (for ARMA2)
Syncing with MagickSource IIRC should do it, but there may be other reasons, why an AI does not cast any spells. It wouldn't cast spells all the time anyway.
"Why is the earth elemental actually an AFV-4 Gorgon?! And the dragon a Helo?"
Why not?
_cSpells = [] call RYD_RNC_CurrentSpells;
setAccTime 0.1;
createDialog "RscMagickInterface";
waitUntil
{
not (isNull (findDisplay 360000))
};
_dspl = findDisplay 360000;
_cnt = count _cSpells;
{
if (_foreachIndex >= _cnt) then
{
(_dspl displayCtrl _x) ctrlShow false
}
}
foreach RYD_RNC_allSpells;
_pX = 0.4 - ((sin (_foreachIndex * (360/_cnt))) * _rad);
_pY = 0.54 + ((cos (_foreachIndex * (360/_cnt))) * _rad);
_idc = _x select 0;
_spell = _x select 1;
_spellL = _spell select 1;
_spellN = _spell select 2;
_spellC = _spell select 3;
_costMpl = 1/(1 + 0.1 * (sqrt(_level - _spellL)));
_spellC = round (_spellC * _costMpl);
if (_spellC > _mana) then
{
ctrlEnable [_idc, false]
};
_control = _dspl displayCtrl _idc;
_control ctrlSetText (format ["%1 (%2)",_spellN,_spellC]);
_control = _dspl displayCtrl _idc;
_control ctrlSetPosition [_pX,_pY];
_control ctrlCommit (0.25 + (0.05 * _foreachIndex))
}
foreach _cSpells;
Actual list of spell controls idc is defined here:
RYD_RNC_CurrentSpells =
{
private _spells = [];
private _mySpells = player getVariable ["RYD_RNC_mySpells",[]];
private _cnt = count _mySpells;
{
if (_foreachIndex == _cnt) exitWith {};
_spells pushback [_x,(_mySpells select _foreachIndex)]
}
foreach RYD_RNC_allSpells;
_spells
};
as _spells.
Those are positioned and filled with content:
RYD_RNC_allSpells = [11,12,13,14,15,16,17,18,19,110,111,112,113,114,115,116,117,118,119,120,121,122];
where numbers are controls idc. So, assuming, that's the bottleneck, you may need to define in GUI.hpp more of those:
class RscBtn_MI22: RscBtn_MI1
{
idc = 122;
text = "SPELL 22";
action = "[122] call RYD_RNC_SpellPick";
};
and add their idc to the RYD_RNC_allSpells.
I hate to keep stacking the questions, but I think I'm hitting the limit of the wheel GUI, is there perhaps a way to make it display more spells? I've been creating new ones and ran out of space, some are hidden.
I think I asked in the past maybe not, do you think it would be hard to convert many of the magic systems over to firing where the crosshair is aimed?
deleteVehicle _source;
from RYDVIS_SKYCANDLE1
or you'll be deleted at spell depletion like rabbits are. :)
{
_posZ = 1 + (random 30);
//_grp = creategroup civilian;
//_Rabbit = _grp createUnit ["Rabbit_F", _x, [], 0, "NONE"];
_Rabbit = createAgent ["Rabbit_F", _x, [], 0, "NONE"];
_Rabbit setVariable ["BIS_fnc_animalBehaviour_disable",true];
_Rabbit hideObject true;
[_Rabbit,"FULL",100,false] spawn RYD_RndMoveAround;
[_x,_posZ,_Rabbit] spawn RYDVIS_SKYCANDLE1;
}
foreach _points;
So get rid of that foreach loop, also you don't need finding _points nor to spawn any rabbits, you just leave modified the one line:
[(position _source),5,_source] spawn RYDVIS_SKYCANDLE1;
That should spawn a single sky candle 5 meters above your feet, attached to you.
Do you think you could possibly assist me at some point?
This set at init should make _group TL not considered for a mage (always TLs become a mage). It tells, the group was already tested for mage presence.
I'm also gonna test this out on an MP server and see whats's what.
_fPos = _sPos getPos [1,((getDir _bO) - _spreadDir + (random (2 * _spreadDir)))];
So ALSO the lower _spreadDir, the more aimable spell...
Man, I had tendency to complicate things back in Arma 2 times... :)